Browse > Article
http://dx.doi.org/10.7583/JKGS.2011.11.1.059

The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players  

Byeon, Hyeon-Su (Dept. of Business and Administration, Baekseok Arts University)
Abstract
The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.
Keywords
artistic; scientific; general creativity; perceived enjoyment; intention to reuse;
Citations & Related Records
Times Cited By KSCI : 4  (Citation Analysis)
연도 인용수 순위
1 Briggs, R. O., and Nunamaker, J. F., "Team theory of group productivity and its application to development and testing of group support systems", CMI Working Paper Series WPS-96-1, University of Arizona, 1996.
2 Makela, A., and Fulton, S. J., "Supporting Users' Creativity: Design to Induce Pleasurable Experiences", Proceedings of the International Conference on Affective Human Factors Design, pp.387-394, 2001.
3 Teo, T. S. H., Lim, V. K. G., and Lai, R. Y. C., "Intrinsic and extrinsic motivation in internet usage", Omega, Vol. 27, No. 1, pp.25-37, 1999.   DOI   ScienceOn
4 Koufaris, M., "Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior", Information Systems Research, Vol. 13, No. 2, pp.205-223, 2002.   DOI   ScienceOn
5 Klimmt, C., Hartmann, T., and Frey, A., "Effectance and Control as Determinants of Video Game Enjoyment", CyberPsychology & Behavior, Vol. 10, No. 6, pp.845-848, 2007.   DOI   ScienceOn
6 Oliver, R. L., "A Cognitive Model of the Antecedents and Consequence of Satisfaction Decision", Journal of Marketing Research, Vol. 8, pp.460-469, 1980.
7 Fornell, C. G., "A national customer satisfaction barometer: The Swedish experience", Journal of Marketing, Vol. 56, No. 1, pp.6-21. 1992.   DOI   ScienceOn
8 이모영, "예술심리학 : 비판적 고찰과 전망", 한국심리학회지: 일반, 23권, 2호, pp.65-86, 2004.
9 Feist, G. J., "The influence of personality on artistic and scientific creativity", In Handbook of creativity, R. J. Sternberg (Ed.), NY: Cambridge University Press, 1999.
10 Ivcevic, Z., Creativity or creativities: A study of domain generality and specificity, University of New Hampshire, NH, 2005.
11 Charyton, C., and Snelbecker, G. E., "General, Artistic and Scientific Creativity Attributes of Engineering and Music Students", Creativity Research Journal, Vol. 19, No. 2-3, pp.213-225, 2007.   DOI   ScienceOn
12 Lee, S. Y., Kwon, J. H., "Impulsivity, Social Problem-Solving Abilities and Communication Style of Adolescent Internet Game Addicts", The Korean Journal of Clinical Psychology, 20권, pp.67-80, 2001.
13 Sutton-Smith, B., Toys as Culture, Gardner Press, 1986.
14 Choi, D., Kim, H., and Kim, J., "Toward the construction of fun computer games: Differences in the views of developers and players", Personal Technologies, Vol. 3, pp.92-104, 1999.   DOI   ScienceOn
15 Yi, M. Y., and Hwang, Y., "Prediction the Use of Web-based Information Systems: Self-Efficacy, Enjoyment, Learning Goal Orientation, and the Technology Acceptance Model", International Journal of Human-Computer Studies, Vol. 59, No. 4, pp.431-449, 2003.   DOI   ScienceOn
16 Feist, G. J., "A Meta-Analysis of Personality in Scientific and Artistic Creativity", Personality and Social Psychology Review, Vol. 2, No. 4, pp.290-309, 1998.   DOI   ScienceOn
17 Lubart, T., and Guignard, J. H., "The generality-specificity of creativity: A multivariate approach", In Sternberg, Grigorenko & Singer(Eds.), Creativity: From potential to realization (pp.43-56), Washington, DC: American Psychological Association, 2004.
18 Guilford, J. P., Way Beyond the IQ, Creative Education Foundation, 1977.
19 Sternberg, R. J., "The Nature of Creativity", Creativity Research Journal, Vol. 18, No. 1, pp.87-98, 2006.   DOI   ScienceOn
20 Hutton, E., and Sundar, S. S., Can Video Games Enhance Creativity? An Experimental Investigation of Emotion Generated by Dance Dance Revolution, Media Effects Research Laboratory, Penn State University, 2008.
21 Hamlen, K. R., Relationships between video game play and creativity among elementary school students, State University Of New York at Buffalo, 2008.
22 문화체육관광부, 한국콘텐츠진흥원, 2010 대한민국 게임백서, 2010.
23 최지선, 김형진, "게임산업 선도기업의 혁신역량 분석과 시사점: 엔씨소프트를 사례로", 한국게임학회 논문지, 10권, 5호, pp.51-63, 2010.
24 김재영, 성정환, "게임-확장공간에서의 '게임적 신인류'의 형성: 체감형 게임을 중심으로", 한국게임학회 논문지, 10권, 5호, pp.3-13, 2010.
25 Guilford, J. P., Creativity, intelligence, and their educational implications, San Diego, CA: Robert Knapp, 1968.
26 Sharma, N., and Patterson, P. G., "Switching Costs, Alternative Attractiveness and Experience as Moderators of Relationships Commitment in Professional, Consumer Services", International Journal of Service Industry Management, Vol. 11, No. 5, pp.470-490, 2000.   DOI   ScienceOn
27 최지연, "롤플레잉게임(RPG)상의 세계 경험", 인도철학, 24권, pp.27-50, 2008.
28 김영우, 예술적 및 과학적 창의성 측정도구의 타당화 연구, 석사학위논문, 대구대학교, 2009.
29 유철우, 최영찬, "인터넷 쇼핑몰에서 충성도와 동일시, 지각된 즐거움, 신뢰, 상호작용의 구조적 관계에 관한 연구", e-비즈니스 연구, 10권, 3호, pp.3-24, 2009.
30 이지훈, 김현수, "에듀테인먼트 콘텐츠 재이용 요인에 관한 연구 - 교육용 게임을 중심으로", 한국게임학회 논문지, 10권, 2호, pp.99-112, 2010.
31 Hall, D. J., ""The role of creativity within best practice manufacturing", Technovation, Vol. 16, No. 3, pp.115-121, 1996.   DOI   ScienceOn
32 Alder, H., The Right Brain Manager, Piatkus, London, 1993.